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Tamoko
Ministry of War
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Posted - 2008.04.28 22:06:00 -
[1]
I've not flown a curse since last July, when Nos was useful and dampers hadn't got their nerfbat yet. What's the generally accepted fitting for a curse, now?
The setup I used was something like:
1x Prototype Cloak 4x Nos
4x Dampers 1x Nos 1x 20km scram
4x Nanofibers ---
signature removed - please email us to find out why (include a link) - Jacques([email protected]) |
Grann Thefauto
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Posted - 2008.04.28 23:20:00 -
[2]
I don't fly a curse but try this: http://www.battleclinic.com/forum/index.php/topic,18211.0/-PvP-Curse-first-try-.html
For the most part post-trinity people fit neuts and maybe a nos or 2.
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Arkios Odymei
Incarnation of Evil Nocturnal Legion
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Posted - 2008.04.28 23:56:00 -
[3]
Edited by: Arkios Odymei on 28/04/2008 23:56:44 My current curse setup:
Highs: Medium Unstable Power Fluctuator I Medium Unstable Power Fluctuator I Medium Unstable Power Fluctuator I True Sansha Small Energy Neutralizer Recon Probe Launcher I
Mids: 10MN MicroWarpdrive II Dread Guristas Warp Disruptor Large Azeotropic Ward Salubrity I Large Azeotropic Ward Salubrity I Medium Electrochemical Capacitor Booster I (400s) Balmer Series Targeting Inhibitor I
Lows: Overdrive Injector System II Overdrive Injector System II Nanofiber Internal Structure II Local Hull Conversion Inertial Stabilizers I
Rigs: Polycarbon Engine Housing I Polycarbon Engine Housing I
Its all a tight fit and only fits with these specific modules and a +3% cpu implant (I have 0.25 cpu free). 3 neuts with recon 5 means that I can insta-cap any recon / nano-ship with 1 shot, and cap out most Hacs and BC's within 2 cycles. after that, the small neut goes on to keep their cap down, or if they are cap boosting 1 med and the small. Does a little over 3km/s, and is decently cap stapbe with 400 charges (IE dont expect to run all the neuts plus everything else for long, but 1 med and the small + everything else lasts about 10 minutes) ------------------------------------------------------------------
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Falcon Troy
Caldari Awesome People Secret Corp
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Posted - 2008.04.29 01:00:00 -
[4]
Yeah I might be investing in a Curse soon and need some decent setups as well. I have virtually no clue on how to fit it. _____________ Hai. |
Hardtail
Red Dawn Empire
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Posted - 2008.04.29 03:40:00 -
[5]
i'd swap a nos on the above setup, but thats just more personal taste than anyhing.
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Tamoko
Ministry of War
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Posted - 2008.04.29 06:08:00 -
[6]
I was wondering about a Nos. It seems to me that you have a lot of control over whether your Nos works, or not. Stop injecting and let the cap run nearly dry and it'll pull it's weight, wont it? ---
signature removed - please email us to find out why (include a link) - Jacques([email protected]) |
Arkios Odymei
Incarnation of Evil Nocturnal Legion
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Posted - 2008.04.29 13:22:00 -
[7]
Originally by: Tamoko I was wondering about a Nos. It seems to me that you have a lot of control over whether your Nos works, or not. Stop injecting and let the cap run nearly dry and it'll pull it's weight, wont it?
Not vs a single target, as you would have neuted them dry (or atleast to a point where theyre cap is lower than yours) with normal energy neuts.
Nos is only useful vs multiple targets, and mainly for keeping your own cap up. I personly dont really see a reason to fit nos to a curse tbh, cause you'll get more cap-pwnage from a neut anyways. IMO, Nos is meant to be a good supliment for high energy usage ships with a spare highslot... You know, ones whose guns and tanks use up alot of energy and will leave them reletavly low... ------------------------------------------------------------------
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Potes
Amarr Dkiller Delta Force Corp. CORPVS DELICTI
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Posted - 2008.04.29 19:27:00 -
[8]
Arkios Odymei's setup is very nice.. if u can fit something like this go for it... the recon probe launcher is a real nice touch... really increases the versatility.
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Gneeznow
Minmatar North Eastern Swat Pandemic Legion
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Posted - 2008.04.29 22:52:00 -
[9]
[Curse, Standard] Power Diagnostic System II Overdrive Injector System II Overdrive Injector System II Power Diagnostic System II
Large Capacitor Battery II 10MN MicroWarpdrive II Large Shield Extender II Warp Disruptor II Tracking Disruptor II Tracking Disruptor II
Medium Energy Neutralizer II Medium Energy Neutralizer II Medium Energy Neutralizer II Small Nosferatu II Small Nosferatu II
Capacitor Control Circuit I Capacitor Control Circuit I
Hammerhead II x5
think i used something like this
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Angelonico
Series of Tubes
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Posted - 2008.04.29 23:09:00 -
[10]
Originally by: Arkios Odymei Edited by: Arkios Odymei on 28/04/2008 23:56:44 My current curse setup:
Highs: Medium Unstable Power Fluctuator I Medium Unstable Power Fluctuator I Medium Unstable Power Fluctuator I True Sansha Small Energy Neutralizer Recon Probe Launcher I
Mids: 10MN MicroWarpdrive II Dread Guristas Warp Disruptor Large Azeotropic Ward Salubrity I Large Azeotropic Ward Salubrity I Medium Electrochemical Capacitor Booster I (400s) Balmer Series Targeting Inhibitor I
Lows: Overdrive Injector System II Overdrive Injector System II Nanofiber Internal Structure II Local Hull Conversion Inertial Stabilizers I
Rigs: Polycarbon Engine Housing I Polycarbon Engine Housing I
Solid setup.
My lo's are a bit different, but this kit is a lot of fun. Varaitions of injector/capbattery/more TD's make this ship one of the most flexible in all of eve. Add a mix of ECM and Webber drones and bring a friend along for truly epic lulz.
This ship also shines with snakes and the aforementioned faction disruptor.
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Riho
Gallente Mercenary Forces
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Posted - 2008.04.29 23:11:00 -
[11]
Edited by: Riho on 29/04/2008 23:12:54 atm i fly:
2x med neut, 1x med nos
mwd, point, 2x lse, 2x tracking disruptor
3x od, pdu
polys
i dont solo in this... as its a gang ship :=)
works ok for me
EDIT: WARNING!!!! This setup is HIGHLY cap unstable. unless you know what your doing... i wouldn't suggest flying this.
might go for 3x neut and drop one LSE for cap inj. not sure if i want to carry chargea ---------------------------------- Yes... this is my main. Extreme Troll Slayer...
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Arkios Odymei
Incarnation of Evil Nocturnal Legion
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Posted - 2008.04.29 23:58:00 -
[12]
Originally by: Riho might go for 3x neut and drop one LSE for cap inj. not sure if i want to carry chargea
Yeah, when I was origionaly tweaking my setup, I was trying to get something remotely cap stable without a cap booster, but I ended up fitting more cap-mods than anything else. After a while on EFT, I just said "**** it!" and threw a cap booster on there. It works out pretty nicly, especialy with 400s instead of 800s.
With a booster, you only use the charges when you need them (no autorepeat, duh!). And since the curse is so limited in cargo space, I run 400 charges instead of 800s. 400s will help you to better conserve your charges (ie- if I was running 800's and I just needed a little more cap to hold me over, I'd have to dump in 1 of your 7 800 charges... where as with 400's I will only burn 1 of my 15 400s.) If used wisely, they will leave me with more left ofer for another engagement, if I am unable to resuply. ------------------------------------------------------------------
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Sandman 17
Caldari Veni Vidi Vici. XIII Legio
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Posted - 2008.04.30 01:46:00 -
[13]
3x E50 2x Medium Rudimentary
Sensor Booster II Warp Disruptor II 10mn MWD II Medium Shield Extender (named) 2x Tracking Disruptor II
DCU II Overdrive II Nano II Inertial-Stab II
5x Hammerhead II
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Lil Mule
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Posted - 2008.04.30 03:26:00 -
[14]
I never use a cap booster. Cant stand them.
Im not going to post my whole setup here cause Im too lazy.
Bottom line is if you split your 5 highs as:
2 Medium Energy Neut II's 2 Medium NOS II's 1 Heavy Missile Launcher
your actually pretty close to where you need to be. I'd also suggest Recon Ships to V All Energy related skills to V Acceleration control to IV (at least if not V)
Problem I have with the curse is three fold:
1) There is no indicator to tell you when your opponents cap is dry. Its a guesstimate based on your own cap level 2) When draining your opponents cap you also drain yours too. Who designs a 'weapon' that shoots your ship as well as shoots the enemy? seems kinda silly to me. 3) Once you nano it,its so freakin expensive you dont want to fly it.
Mine just looks sexy in my hanger because I get too cranky when its popped.
LM -----------------------------------------------
People enjoy flying Amarr for the same reason they like being tied up in leather, whipped and called names
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Arkios Odymei
Incarnation of Evil Nocturnal Legion
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Posted - 2008.04.30 05:22:00 -
[15]
Edited by: Arkios Odymei on 30/04/2008 05:24:44
Originally by: Lil Mule 1) There is no indicator to tell you when your opponents cap is dry. Its a guesstimate based on your own cap level 2) When draining your opponents cap you also drain yours too. Who designs a 'weapon' that shoots your ship as well as shoots the enemy? seems kinda silly to me. 3) Once you nano it,its so freakin expensive you dont want to fly it.
Mine just looks sexy in my hanger because I get too cranky when its popped.
LM
1) Experience. You should know how much you are going to drain, and just by looking at a target you should be able to gauge how much cap they have and whether they are cap boosting. "Ok so my 3 Medium neuts with my skills nuke a little over 1000 cap and my target is cruiser sized, so I *should* knock out its cap in one, maybe two cycles tops. Then i turn them off and let the fast cycling small neut keep their cap at .... (later in the fight, target starts reping/shooting/whatever) ...hmm, my small neut doesnt seem to be keeping their cap at 0, they must be cap boosting (I turn on an additional medium neut and laugh maniacly)."
2)Lasers use cap to do that they do. Hybrids use cap to do what they do. Neuts use cap to do what they do. Its not like every time you activate a neut, you deal damage directly to your own hull... Normal neuts with good skills drain cap at a 1.6-to-1 ratio; For every 1.6 cap you neut off the target, you pay with 1 cap of your own... and on a well skilled Curse, the ratio is double that: 3.2-to-1!
3)I think everything I posted in my setup (including the ship itself) ran me under 300 mill. That may be hella expensive for some (a bit expensive for me as well) but its not outrageously costly. No.1 rule of Eve: Dont fly what you cant aford to lose! ------------------------------------------------------------------
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Lord WarATron
Amarr Black Nova Corp Band of Brothers
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Posted - 2008.04.30 06:47:00 -
[16]
How much you going to spend on a curse fitout?
The amount of isk you are going to invest seriously changes the playstyle. E.G with a Republic scram, you can nos/neut/scram at 30km (36km with heat). This automatically changes how you fly a curse to an extent.
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Billion Isk Mission |
Riho
Gallente Mercenary Forces
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Posted - 2008.04.30 07:40:00 -
[17]
Originally by: Lord WarATron How much you going to spend on a curse fitout?
The amount of isk you are going to invest seriously changes the playstyle. E.G with a Republic scram, you can nos/neut/scram at 30km (36km with heat). This automatically changes how you fly a curse to an extent.
yep :) Recons are one of the few ships that have a huge difference if you faction fit them or not :)
Arazu/lachesis whit domi points.... hell of a long scram range :D Curse/pilgrim whit faction nos and neuts helps you orbit at longer rangers (especially important on pilgrim as you dont have reange bonus) Rapier/Huginn whit domi webs are insane :D in gang whit arazu/lach you can tackle stuff very far. caldari ones... hmm.. dunno if faction ecm helps much... those ships perma jam as it is allready :P
isk you spend on a ship helps you only as bit as your piloting skill is....
so what you spend isk on domi mwd and point and faction nuet + nos... if u suck at piloting.. your going to die the same way you would have whit a t2 fitted curse ---------------------------------- Yes... this is my main. Extreme Troll Slayer...
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Arkios Odymei
Incarnation of Evil Nocturnal Legion
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Posted - 2008.04.30 16:44:00 -
[18]
I typicaly try to stay within 22km of my target so I can use my small faction neut, so I currently only have the 24km disruptor on there (Faction cause of the fitting requirements)... But Im thinking of upgrading the DG Disruptor to a 26km Shadow Serpentis one. Cost is a bit of an issue for me, as Im not the richest guy around, so obviously im not going to be super-pimping everything. The DG disruptor cost me under 10 mil, and the SS Disruptors seem to be going for 30-ish... not too bad.
Reason for this is last night I managed to probe out 2 T1 cruisers and an interceptor all together, and for some reason they all stuck around even tho I had them all capped out and the ceptor tackled in the first 12 seconds of the "fight". Anyway, at about 1/4 hull, One of the cruisers managed to somehow get just outside of my disruptor range and escape (probably me goofing something up).That mistake cost me a hat-trick, So now I think Im gonna get that 26km SS disruptor to give me a little more room for error with that.
... Where was I going with this story... Oh yeah! Faction gear isnt really needed unless it is necessary for your style of play. If you want to go ultra long range, you will need more and better faction gear, but otherwise only get what you will need. For example: I Have the faction small neut (instead of T2) as it lengthens my reach from 17km (for T2) to 22km. Since thats my limiting factor, theres no need for me to get faction Med Neuts or a 30km Domination Disruptor, as Im not going to be operating far enough to get any real use from their extra range. ------------------------------------------------------------------
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Kehmor
Caldari PAK
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Posted - 2008.05.01 04:04:00 -
[19]
Originally by: Arkios Odymei Edited by: Arkios Odymei on 28/04/2008 23:56:44 My current curse setup:
Highs: Medium Unstable Power Fluctuator I Medium Unstable Power Fluctuator I Medium Unstable Power Fluctuator I True Sansha Small Energy Neutralizer Recon Probe Launcher I
Mids: 10MN MicroWarpdrive II Dread Guristas Warp Disruptor Large Azeotropic Ward Salubrity I Large Azeotropic Ward Salubrity I Medium Electrochemical Capacitor Booster I (400s) Balmer Series Targeting Inhibitor I
Lows: Overdrive Injector System II Overdrive Injector System II Nanofiber Internal Structure II Local Hull Conversion Inertial Stabilizers I
Rigs: Polycarbon Engine Housing I Polycarbon Engine Housing I
Its all a tight fit and only fits with these specific modules and a +3% cpu implant (I have 0.25 cpu free). 3 neuts with recon 5 means that I can insta-cap any recon / nano-ship with 1 shot, and cap out most Hacs and BC's within 2 cycles. after that, the small neut goes on to keep their cap down, or if they are cap boosting 1 med and the small. Does a little over 3km/s, and is decently cap stapbe with 400 charges (IE dont expect to run all the neuts plus everything else for long, but 1 med and the small + everything else lasts about 10 minutes)
A solid setup, however I would suggest that using cap booster 800's is almost always better in a medium booster. The only way the 400's ever have *any* advantage are in cases of extreme cap micro-management where you are being heavily neuted yourself. In such situations a curse is pretty much screwed anyway. Violence isn't the answer, it is the question. The answer is yes. |
Tobias Sjodin
Ore Mongers Black Hand.
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Posted - 2008.05.01 04:07:00 -
[20]
Edited by: Tobias Sjodin on 01/05/2008 04:07:41 Tracking disruptors and pick your targets (eg. turret ships).
Black Hand.
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Tamoko
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Posted - 2008.05.01 07:47:00 -
[21]
Thanks for the input so far. I didn't realize you could effectively scram at 30km and beyond with faction gear. Mind, I'm only at Recon III and Acceleration Control III, so I fly my curse to lose it. I mostly matched the original setup, minus the probe launcher, and cheaper named modules for the most part.
I assume the balmer is scripted for tracking speed disruption? I bumped in to an eagle tonight and he was still slugging away at me pretty well with the tracking disruption script online until I got within 30km. Unfortunately, he ran away after that ---
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Gartel Reiman
Civis Romanus Sum
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Posted - 2008.05.01 12:00:00 -
[22]
Originally by: Kehmor A solid setup, however I would suggest that using cap booster 800's is almost always better in a medium booster. The only way the 400's ever have *any* advantage are in cases of extreme cap micro-management where you are being heavily neuted yourself. In such situations a curse is pretty much screwed anyway.
That's generally true on setups that use large amounts of cap for prolonged periods. However, on the Curse you don't generally need to permarun everything for any length of time (compared with conventional setups where you will run reps, tackle AND guns for basically as long as the enemy is still intact). I mainly have a booster on my Curse so I can get enough cap to cycle the MWD if I happen to get heavy-neuted to empty. However, I find it can be useful as well to turn on the additional neuting power when required. Two full 'volleys' of 3 x Med unstable neut bring my cap down to around 40% with everything else running, but will be enough to completely cap out anything below a battleship. At this point I can just use the small neut with an occasional med neut if required to keep them down. Sometimes (especially when engaging multiple hostiles) I'll want a little more sustained neuting, but in these situations the 400 charges have always been able to keep up with the neuts, more or less.
Most importantly, in 90% of engagements I either don't boost at all, or boost exactly once. By using 400 charges, I get to carry twice as many boosters and thus boost twice as often - which is very important given a nano-curse's small cargo bay. (I even tried dropping down to 200 charges, but found that they didn't provide quite enough cap if I wanted to cap out a couple of battleships, for instance.) In general it makes sense to use the smallest cap charges that will sustain you, and 400s certainly do the job for my skills and playstyle.
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Caelum Dominus
Amarr
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Posted - 2008.05.01 12:06:00 -
[23]
You won't be able to take on anyone with a decent tank (such as a well-tanked battlecruiser) in a Curse with a Capacitor Booster, because its cargohold is so limited. A Curse with a Cap Booster makes an excellent anti-nano ship, though, but preciously little else.
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achoura
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Posted - 2008.05.01 13:54:00 -
[24]
Yes you're right, there's no way a cruse could possibly kill a harb, brutix, cane or any other turret based cap heavy ship in pvp with boosters.
They're only there to recover the initial neut cycles but tbh, i'd be happier if i got my cap stability back someday, for now however an injector and a nos is the closest you'll get unless you fit a battery, but that restricts alot of possible set-ups. ***The EVE servers and their patches*** |
Damneia Achernius
Drop of Blood
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Posted - 2008.05.01 14:35:00 -
[25]
Originally by: Caelum Dominus You won't be able to take on anyone with a decent tank (such as a well-tanked battlecruiser) in a Curse with a Capacitor Booster, because its cargohold is so limited. A Curse with a Cap Booster makes an excellent anti-nano ship, though, but preciously little else.
my now 3x neut curse disagrees :P try tanking when i nuke 1k every 12 sec :D your cap booster only gives back 800 every 22 sec (12 sec reuse and 10 sec reload if im correct)
and i have found optimal range scrips bit more useful than tracking. 2 optimal range ones and most stuff wount shoot out of 10km :)
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Xaen
Caldari Caritas.
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Posted - 2008.05.01 15:05:00 -
[26]
Originally by: Arkios Odymei Edited by: Arkios Odymei on 28/04/2008 23:56:44 My current curse setup:
Highs: Medium Unstable Power Fluctuator I Medium Unstable Power Fluctuator I Medium Unstable Power Fluctuator I True Sansha Small Energy Neutralizer Recon Probe Launcher I
Mids: 10MN MicroWarpdrive II Dread Guristas Warp Disruptor Large Azeotropic Ward Salubrity I Large Azeotropic Ward Salubrity I Medium Electrochemical Capacitor Booster I (400s) Balmer Series Targeting Inhibitor I
Lows: Overdrive Injector System II Overdrive Injector System II Nanofiber Internal Structure II Local Hull Conversion Inertial Stabilizers I
Rigs: Polycarbon Engine Housing I Polycarbon Engine Housing I
Its all a tight fit and only fits with these specific modules and a +3% cpu implant (I have 0.25 cpu free). 3 neuts with recon 5 means that I can insta-cap any recon / nano-ship with 1 shot, and cap out most Hacs and BC's within 2 cycles. after that, the small neut goes on to keep their cap down, or if they are cap boosting 1 med and the small. Does a little over 3km/s, and is decently cap stapbe with 400 charges (IE dont expect to run all the neuts plus everything else for long, but 1 med and the small + everything else lasts about 10 minutes)
I hope you never encounter any EM missiles. And with the "Boost Patch" you will. It's typically the best damage type against most ships now. - Support fixing the UI|Suggest Jita fixes|Compact logs |
Xaen
Caldari Caritas.
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Posted - 2008.05.01 15:10:00 -
[27]
[Curse, Current] Power Diagnostic System II Overdrive Injector System II Overdrive Injector System II Overdrive Injector System II
10MN MicroWarpdrive II Warp Disruptor II Tracking Disruptor II, Tracking Speed Disruption Invulnerability Field II Medium Capacitor Booster II, Cap Booster 200 Large Shield Extender II
Medium Diminishing Power System Drain I Medium Diminishing Power System Drain I Medium Unstable Power Fluctuator I Medium Unstable Power Fluctuator I 'Arbalest' Rocket Launcher I, Defender I
Polycarbon Engine Housing I Polycarbon Engine Housing I
Hammerhead II x5 Warrior II x5 Hornet EC-300 x5 Hammerhead II x5
This used to be a theoretical setup, but it's proven itself incredibly resiliant and very, very deadly. So far I was able to take out a well setup dominix simply by using all his cap boosters for him. I would have got a megathron if I'd had a longer range scram, or flown more carefully. I survived an attempt at killing a drake where I was bouncing off of asteroids not not really speed tanking anymore thanks to the invuln - he was using EM missiles. I've escaped a carrier being dropped on me twice. One time I even got webbed by a nano ishtar but was able to nuke his cap and warp out without loosing so much as a cap booster.
The common objections I get:
Originally by: "Energy Warfare Noob" Cap booster 200s!? lulz, biggar is bettar d00d
Wrong. Properly used, energy vampires are weapons, even post NOS nerf. Plus the 200s last 4x as long as 800s since they give finer grained control.
Originally by: "Nnb" Arbalest Rocket launcher? Lulz!
Yep, good luck killing me with missiles.
I would seriously consider getting a faction disruptor and a faction invuln since a mere two modules would have enormous gains for this ship. But it's already pushing past 250M, so it would suck to lose it with that stuff fitted. - Support fixing the UI|Suggest Jita fixes|Compact logs |
Caelum Dominus
Amarr
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Posted - 2008.05.01 17:01:00 -
[28]
Originally by: Damneia Achernius
my now 3x neut curse disagrees :P try tanking when i nuke 1k every 12 sec :D your cap booster only gives back 800 every 22 sec (12 sec reuse and 10 sec reload if im correct)
and i have found optimal range scrips bit more useful than tracking. 2 optimal range ones and most stuff wount shoot out of 10km :)
Step away from EFT. -.-
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Arkios Odymei
Incarnation of Evil Nocturnal Legion
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Posted - 2008.05.01 17:07:00 -
[29]
Edited by: Arkios Odymei on 01/05/2008 17:09:55
Originally by: Tamoko I assume the balmer is scripted for tracking speed disruption? I bumped in to an eagle tonight and he was still slugging away at me pretty well with the tracking disruption script online until I got within 30km. Unfortunately, he ran away after that
It depends on the situation... (Keep in mind that I only use 1 TD, so if you pack multiple your milage may vary)
For smaller weapons, range disruption works nice as most small guns have very high tracking and very short ranges. Tracking disruption from a single TD wont really affect them them too badly, where if you cut their optimal and falloff, they wont be hitting either you or your drones. With Medium guns, I tend to still use the range script to protect myself on the approach (im charging straight in ASAP to get the tackle on, so I have little to no transversal anyways, so tracking disruption wont help me). If they are using capless weapons, ie- projectiles, I'll switch to the tracking disruption script to help protect my drones. If their guns use it, it generaly doesnt matter what script you use. Finaly on large guns, tracking disruption scripts are great, as large guns tend to have poor tracking as it it... Though Optimal range can be useful against large blasters and a/c's to an extent.
It gets a little trickier against multiple targets and/or if you are operating in a gang, as now you have a lot more decisions to make as to what will best protect yourself, your drones, and your gangmates.
Originally by: Caelum Dominus You won't be able to take on anyone with a decent tank (such as a well-tanked battlecruiser) in a Curse with a Capacitor Booster, because its cargohold is so limited. A Curse with a Cap Booster makes an excellent anti-nano ship, though, but preciously little else.
A cap boosted BC's only going to be boosting about 36 cap/sec, and I can sustain a cap drain of 48 cap/sec, for a long enough period of time...
A turret BS 1v1 is easily do-able aswell. All you gotta do is throw your TD(s) with an range script on 'em if they are a blaster boat, or tracking script on A/C'boats, cut your MWD to save on cap and your golden. If he's got buddies, missiles, or lots of drones then you are out of luck as you will need to perma-run your MWD to stay alive, and will burn out you cap boosters before the target does.
Originally by: Xaen I hope you never encounter any EM missiles. And with the "Boost Patch" you will. It's typically the best damage type against most ships now.
Given the fact that I run a probe-launcher on my nano-fit ship, Dont you think it sould be safe to assume that I will choose my targets, and simply not engage something like a Drake or Cruise Raven? Its easy to choose your targets in this ship, and If you know what it is capable of (and dont try to do anything that it is not) you will never get in over your head. ------------------------------------------------------------------
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Caelum Dominus
Amarr
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Posted - 2008.05.01 17:14:00 -
[30]
Originally by: Arkios Odymei
A turret BS 1v1 is easily do-able aswell. All you gotta do is throw your TD(s) with an range script on 'em if they are a blaster boat, or tracking script on A/C'boats, cut your MWD to save on cap and your golden. If he's got buddies, missiles, or lots of drones then you are out of luck as you will need to perma-run your MWD to stay alive, and will burn out you cap boosters before the target does.
Precisely, and 90% of all battlecruisers have plenty of drones and/or missiles. They also have a much larger cargo capacity than a nano-Curse, which means even with a 3:1 neutralizer ratio he's going to outlive you.
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